Warhammer Fantasy Mod 2.1

Oh my... yes, the undead lines were just the wrong way around (almost everything what now is for khemri & lahmia should've been for sylvania and vise versa). That'll be fixed.
 
Can't seem to locate the file art\advisors\Karl-Franz_all.pcx so it keeps crashing on me. Can anyone help?
 
I honestly have no idea how I managed to mix up the undead unit lines. It's one of those things that I thought could be quite confusing so I put in extra-special effort to ensure they were correct... and messed it up anyway. Someone shoot my ******** brain please!
 
Couple more items (Playing this mod w/ Zyc's map (updating his map with fixes posted here)). Always playing monarch mode :)

- I modded away all races with the expansion trait (making them militant or when in conflict, industrial). With the Skaven so strong and the lack of armed turn 1 scout units I really don't see the point to this trait. Races with it seem to be at a large disadvantage. Not suggesting an armed lvl 1 scout unit that can stand up to the skaven as this would be abused. Anybody care to explain how the expansionist trait is useful here?

- Noticed AI likes to build huge armies and never really go to war (at least when I play .. even on random map). Increased the aggression level of every empire by 1 .... seemed to work out well.

- Vampires (and Vampire Lords) seem to convert tomb guards, not zombies.
- Mausoleam seems to spawn warhounds.
 
First off, I may have misunderstood something here, but I installed those two patches that mrtn posted, but the dryad is not at Irrigation as said but at Nature Lore, with the old stats. Should I have installed any or all of the previous patches as well? :confused:
 
did you install it to the correct location? (did the patch replace the old files).
It should work as mrtn mentioned...

Also, when you select the Civ content>wh2.1, does the info text mention that it's the version 2.15?
 
Lomion said:
Couple more items (Playing this mod w/ Zyc's map (updating his map with fixes posted here)). Always playing monarch mode :)

- I modded away all races with the expansion trait (making them militant or when in conflict, industrial). With the Skaven so strong and the lack of armed turn 1 scout units I really don't see the point to this trait. Races with it seem to be at a large disadvantage. Not suggesting an armed lvl 1 scout unit that can stand up to the skaven as this would be abused. Anybody care to explain how the expansionist trait is useful here?.
I agree. The Exp trait is quite useless in this mod unless you give them scouts like Kislev. I also removed all exp traits and given them other traits instead (My Orcs are religious for example - Gork and Mork)


Lomion said:
- Noticed AI likes to build huge armies and never really go to war (at least when I play .. even on random map). Increased the aggression level of every empire by 1 .... seemed to work out well.
The agression is really low. Only civs like Khemri and the Delfs are angry enough for a player who likes agressive play. I boosted the agression to max, but still they do not attack me enough.
 
One minor thingy: the Hammerer and the Norse Dwarf use the same unit graphics; the Dwarf High Guard, but the Hammerer use the Civilopedia pics of another unit graphics, the Dwarf Ironbreaker (that were the graphics used for the Hammerer in WH2.0, and not to be confused with the newer Ironbreaker by Aaglo).

Excellent job on the patches, gents! :goodjob:
 
and another thing, but this is a question born of ignorance (and not intended as criticism):
Would the elves of the Warhammer universe really hire ogres? I'm more familiar with the hoity-toity elves of Tolkien, but are the Warhammer elves really that more tolerant? Or is it the nature of Warhammer ogres I've got wrong; they're really gentle and lovable creatures full of respect for all living things?
 
Elves aren't that gentle and lovable creatures full of respect for all living things either :p . (see: high elves vs. dark elves, wood elves vs. anyone who does harm to the forest of athel loren).

Yes - ogres are renowned mercenaries in warhammer world -they often serve as bodyguards for the ones with most money. Except for bretonnians, who don't rely on hired help at all. Ogres - while acting brutally to human/elven standards - aren't evil.
Especially if you're fighting on their side :)
 
'You've got it wrong,' he said. 'Elves are noble and beautiful and wise and fair; I'm sure I read that somewhere.'
Swires and Rincewind's kneecap exchanged glances.
'I think you must be thinking about different elves,' the gnome said slowly. 'We've only got the other sort around here. Not that you could call them quick-tempered,' he added hastily. 'Not if you didn't want to take your teeth home in your hat, anyway.' - Terry Pratchett: The Light Fantastic

Point taken about the ogres. :D
 
Yet another crazy-aaglo's updates.
This time the biq-file is not affected.
Updates include:
- fixed attack animation for legion wall (bretonnian halberd)
- fixed attack animation for Italian foot knight (man-at-arms)
- updated ini-files (sounds were missing) for saurus musketeer, italian foot knight, woodsman & medieval indian swordsman
- updated ini-files for irongut & ogre bull
- uppadted attack.wav for ogre bull
- updated civilopedia.txt and pediaicons.txt
- fixed the dwarf hammerer graphic issue

links removed
 
Ok, I played this mod some while ago .. I'm a big warhammer fan, so i enjoyed it very much!

Bet which exe's and patches do i have to download to play the most recent version? just 2.0 and the latest patch? or more?

im buried in downloads :crazyeye:

Thanks and keep up the good work!!! _o_
 
Thanks a lot .. i'll install and play right away .. big thank you!

I already mentioned i'm quite a warhammer fanatic .. if you need any background info .. civilopia texts or anything else contact me at marcel_zipsp_@hotmail

I got all the army books and many white dwarf issues :D
 
@dutchjunkie,
If you want to, you could look at the civilopedia entries of various units, and you are welcome to give suggestions you'd like to see in the civilopedia. Currently the civilopedia texts are quite lacking on two civs: Amazons & chaos dwarfs. If you can write down some pedia text from chaos dwarf & amazon units, we (well atleast I) wouldn't object at all :)

And as I said before, I hope the updates & patches do justice to the WHFB and embryodead's original ideas :)
 
Quick question: Where is Monarchy? I see that you need it to build the Moot and it's listed as a government type, but I can't locate the tech on the tree. I've checked thrice, but it's possible I'm blind.....
 
It's a untradeable tech - available as a starting tech to humans & dwarfs (i.e not chaos or undead or despotic races). So, chaotic/despotic/undead races can't get monarchy.
 
Back
Top Bottom